Title: Sailing into uncharted waters the impact of new media use on education
1(No Transcript)
2The Impact of Out-of-School IT and Media Use on
ICT in Education
3Before we start a quick poll
- Which of the following do you
currently have access to at home?
410 years ago
- Which of the following did you have
access to at home in June 1993?
games console
mobile phone
PC with Internet
5Purpose of quiz
- The figures give you a sense of
- the speed or slowness with which change is
happening - Whether a given device has (or will) become
ubiquitous
games console
mobile phone
PC with Internet
6 Inputs from Hong Kong
7 8South China Morning Post August 2002
9South China Morning Post 21 June 2003
10HKISPA launch content rating
11Who I am and what I do
- Full-time consultant at public service
broadcaster DR - to inform, educate and
entertain - Strategy, market and technology, mainly digital
TV and broadband - Teach postgrad courses in format development and
- strategic issues related
- to digital content
- the IT-University Copenhagen
- the University of Hong Kong
12Three questions
- What do we know about out-of-school
media use by our current and future students? - What impact does this have on the cognitive and
affective development of our students? - What are the implications of out-of-school
media use for educational policy and practice?
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3
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- What do we know about out-of-school media use
by our current and future students?
14What do we mean by media?
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- Watching a physically passive style of media
consumption covering television and time-shifted
viewing, VHS and DVD, Pay Per View and Video On
Demand - Playing a more active type of media generally
bought in units rather than subscriptions and
including console games and recorded music - Connecting usage involving peer-to-peer or
peer-to-group communication and information
covering SMS, MMS, e-mail, the Web and services
such as ICQ and MSN Messenger on the Web, mobile
devices and digital television - How many hours did you spend on these three last
week?
15What do we spend time and money on?
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Source Henley Centre, SIS Briefings 50, July
2002, EBU Geneva Switzerland
16When do watch, play and connect?
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17What about kids? Are they different?
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18What about kids? Are they different?
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Source Drotner (2001) Figures for Danish children
19Research from May 2003
- Risk behaviour among 9-16 year olds in Denmark,
Finland, Iceland, Norway, Sweden... - ...and Ireland
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231
24Kids and adolescents use the Net for many things
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261
271
281
291
301
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- The Net generation sub-culture -
- A first attempt to understand it comments
- Kids by and large have their own Net culture
- The Net is the current toy and medium for
experiences, entertainment, communication and
network building in Denmark coupled with the
mobile phone - The transition from childhood to adulthood
involving experimentation, breaking new ground
and breaking taboos currently takes place
primarily on the Net - The home, school and out-of-school clubs have
become transparent areas where adults observe and
engage in dialogue with children on equal terms
32The Net generation sub-culture -A first attempt
to understand it
- Kids by and large have their own Net culture
- The Net is the current toy and medium for gaining
experience, entertainment, communication and
network building in Denmark coupled
with the mobile phone - The transition from childhood to adulthood
involving experimentation, breaking new ground
and challenging taboos currently takes place
primarily on the Net - The home, school and out-of-school clubs have
become transparent areas where adults observe and
engage in dialogue with children on equal terms
comments
33The Future of the Protection of Minors -
Attitudes and Possible Action
- 4 components
- Protect minors from media
- Satisfy kids need for quality media
- Participate in kids activities using media
- Bring children up to relate to media
34Who help the Net generation?
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Facilitators of learning
- Kids most frequently learn about the Net from
- Peers - friends, schoolmates (53)
- Parents (38)
- Trial and error (34)
- Their teachers (23)
- Older siblings (21)
- Websites (8)
- Libraries (7)
- Chat pal (7)
- Magazines (5)
35The Future of the Protection of Mniors -
attitudes and action
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- 4 Perspectives
- Protect minors from media
- Satisfy kids need for quality media
- Participate in kids activities using media
- Bring children up to relate to media
36The Future of the Protection of Mniors -
attitudes and action
1
- 4 Perspectives
- Protect minors from media
- Satisfy kids need for quality media
- Participate in kids activities using media
- Bring children up to relate to media
37Current media use - conclusions
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- Information and Communication Technologies now
widely available - Children and adolescents heavy users of a wide
range of ICT and traditional media out of school - ICT use in school outshadowed by what goes on
outside (quantitatively, in some respects
qualitatively) - This has all taken place in less than a decade
- Narrative appeal of television and electronic
games at the expense of the book
382
- What impact does this have on the cognitive and
affective development of our students?
39A good research summary...
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43Motivation and learning
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44Emotions and learning
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The software induces conditions within the
players which encourage them to continue their
involvement with their role as game player.
Such conditions include satisfaction, desire,
anger, absorption, interest, excitement,
enjoyment, pride in achievement, and the
(dis)approbation of peers and of others. It is
in provoking and harnessing some of these
emotions and their consequences that games
software might benefit education. BECTA
2002
45What does research tell us? 1/3
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- Egenfeldt-Nielsen and Heide Smith 2000 in their
book and website update 2001 - Review of 60 scientific studies published in
English or European languages. - Unable to draw any general conclusions about
negative social behaviour. - Neurophysiological studies suggest that dopamine
releases have an impact on learning and games
develop eye-hand coordination (Koepp, M.J. et al
1998), (Kawashima 2001)
46What does research tell us? 2/3
2
- Nearly every study suffers from unclear
definitions (of violence or aggression),
ambiguous measurements (confusing aggressive play
with aggressive behaviour) or using questionable
measures of aggression, such as blasts of noise
or self-reports of prior aggression) and
overgeneralizations from the data - In reality, a game player chooses when and what
to play, and enters into a different state of
mind than someone who is required to play on
demand. -
- Goldstein 2000
47What does research tell us? 3/3
2
- Examples of Danish research in this field
(published in English) - 3. Children's Use of the Internet. - Play,
sociality and communication. Paper. Konference
Minori in Internet. Doni e danni della rete.
Napoli 16-17 November. - 8. Sørensen, Birgitte Holm 2000 Chat and
Identity - Playing with the Forms of Chat. Paper.
Forum of Youth and Media Research, Sydney 26-29
November - 9. Sørensen, Birgitte Holm Jessen, Carsten
2000 It isn't real - Children, Computer Games,
Violence and Reality. In Cecilia von Feilitzen
Ulla Carlsson (ed.) Children in the New Media
Landscape. Yearbook 2000. The UNESCO
International Clearinghouse on Children and
Violence on the Screen - 18.Olesen, Birgitte R. Sørensen, Birgitte Holm
1999 Play Learn - but do they learn anything?
Tell Call. Zeitschrift für Technologie-unterstüt
zten Unterricht 2. Wien
482
- Conclusion
- Out-of-school media use has a variety of learning
outcomes about we still know too little
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- What are the implications of out-of-school media
use for educational policy and practice?
50Media usage - continuous change
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51Games - annual revenues 2002
3
The Economist, Console Wars 20 June 2002
380 million USD
Keen, Ben (editor) 2002. Wireless, Interactive
TV and Online Gaming Market assessment and
forecasts. Screen Digest, London.
52Games - annual revenues 2006
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6,350 million USD
Keen, Ben (editor) 2002. Wireless, Interactive
TV and Online Gaming Market assessment and
forecasts. Screen Digest, London.
53Is interactivity on the increase?
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Ongena 2001
54 3
- Conclusions
- Out-of-school media use has changed rapidly and
will continue to evolve as digitalisation,
convergence and IP lead to ubiquitous and
persuasive computing (Wolf in Sheeps Clothing) - ICT in education policy would benefit from
further studies of out-of-school media use both
as a social phenomenon and for possible synergies
between education and the outside world
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- Conclusions
- A realistic policy regarding protection of minors
from offensive and violent content cannot be
based on filtering and content rating alone. - Education and the teaching of ethics could well
play a crucial, complementary role (if
understood/accepted by government) - Parents still have responsibilities towards their
children - Educational use of games and simulations should
be aware of the external yardstick -
professional, seductive productions from the
entertainment industry
56Thank you!